have gameplay objects access PlayerStageStats though a member pointer and not directly access g_CurStageStats.
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@@ -253,7 +253,12 @@ void ScreenGameplay::Init()
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{
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case PrefsManager::SCORING_MAX2:
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case PrefsManager::SCORING_5TH:
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m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2( m_apSongsQueue, m_vpStepsQueue[p], m_asModifiersQueue[p], GAMESTATE->m_pPlayerState[p] );
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m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2(
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m_apSongsQueue,
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m_vpStepsQueue[p],
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m_asModifiersQueue[p],
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GAMESTATE->m_pPlayerState[p],
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&g_CurStageStats.m_player[p] );
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break;
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default: ASSERT(0);
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}
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@@ -261,7 +266,9 @@ void ScreenGameplay::Init()
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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m_pSecondaryScoreKeeper[p] = new ScoreKeeperRave( GAMESTATE->m_pPlayerState[p] );
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m_pSecondaryScoreKeeper[p] = new ScoreKeeperRave(
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GAMESTATE->m_pPlayerState[p],
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&g_CurStageStats.m_player[p] );
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break;
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}
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}
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@@ -820,6 +827,7 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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m_Player[p].Load(
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GAMESTATE->m_pPlayerState[p],
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nd,
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&g_CurStageStats.m_player[p],
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m_pLifeMeter[p],
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m_pCombinedLifeMeter,
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m_pPrimaryScoreDisplay[p],
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@@ -1755,7 +1763,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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}
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}
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/* Nothing else cares about releases. */
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/* Nothing below cares about releases. */
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if(type == IET_RELEASE) return;
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// Handle special keys to adjust the offset
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